Windowed mode runs outside the bound of my screen. I can't lessen the window. How can i get it back to small size?
I use iccup launcher.
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Release
United States4397 Posts
Windowed mode runs outside the bound of my screen. I can't lessen the window. How can i get it back to small size? I use iccup launcher. | ||
Golgotha
Korea (South)8418 Posts
On February 14 2012 16:16 Release wrote: i can't seem to find the thread: Windowed mode runs outside the bound of my screen. I can't lessen the window. How can i get it back to small size? I use iccup launcher. did you try clicking the little 2x button the top of the window? | ||
ShaLLoW[baY]
Canada12499 Posts
On February 14 2012 15:28 Golgotha wrote: hey guys! i got a hard question. it regards the 3 hatch into 5 hatch hydra (or muta or lurker/ling, whatever the hell you want). I think 35/35 supply for Zerg is when things REALLY start to get cooking. this is imo my most vulnerable point! first of all, i am frantically waiting for my spire that I laid around 27 supply to finish, so I can counter the first sair. then at 32/35 I lay down a macro hatch, another one at 35. But then what? Do I blindly put down colonies, evo and hydra den before I break 35 supply limit? basically what I am asking is what are things I can delay so I can eek out more econ advantage? If I see he is going mass zealots, I know I build 2 sunkens at each nat and put up evo chamber and hydra den as a wall. This I understand. However, what upgrades do I delay or immediately get in response to a mass zealot attack? If I see quick templar arch I get overlord speed asap. But do I get hydra speed or lurker? If he goes zealot, goon and sair, do I get hydra speed or lurker? And what about the upgrades? do i get attack or melee or carapace? lastly, is there a scouting guide that tells me what to do when I see what P is doing? sometimes i scout with my scourge but I feel like it is a waste of precious gas since it always seems like no matter what the P does, I must defend anyways so my BO is the same. Sorry for the newbie questions! Against mass zealot you definitely want to make sure he's not outstripping you in upgrades. +1 zeal kill +0 lings in two shots. You can sometimes foresee this by checking if his forge is spinning at his natural. There are some builds that even prioritize carapace +1 with your first 150 gas to beat the protoss +1 but it's not really necessary. You need good macro and economy to hold back protoss sauron-style with waves of hydra/ling. You should usually go for lurkers, they shred zealots with good positioning and can make sunkspore almost unbreakable. If you have good scourge control against obs, you're golden. Protoss players are douchebags though and will often do a sair/dt switch lategame when you're running primarily on ultraling so getting hydra ups preemptively when you have the cash will never hurt. Heading into the lategame, it's rare for the 300/300 to really put a dent in your econ. If he's using zealot goon sair with no storms, base your unit composition on his and just run him over. The biggest advantage to melee upgrades is that it makes the transition into ultraling lategame smoother. Always prioritize carapace first though. Dual evo melee+carapace never hurts, once you can afford it. The biggest advantage to free scouting from scourge is checking his unit composition and keeping track of any sneak expos. Getting to a ramp just as the cannons warp in is a huge bitch. ZvP is really reactive in that you can't just keep going lurkerling if he's doing something like sair/reaver or heavy goon. | ||
Golgotha
Korea (South)8418 Posts
On February 14 2012 16:39 ShaLLoW[baY] wrote: Show nested quote + On February 14 2012 15:28 Golgotha wrote: hey guys! i got a hard question. it regards the 3 hatch into 5 hatch hydra (or muta or lurker/ling, whatever the hell you want). I think 35/35 supply for Zerg is when things REALLY start to get cooking. this is imo my most vulnerable point! first of all, i am frantically waiting for my spire that I laid around 27 supply to finish, so I can counter the first sair. then at 32/35 I lay down a macro hatch, another one at 35. But then what? Do I blindly put down colonies, evo and hydra den before I break 35 supply limit? basically what I am asking is what are things I can delay so I can eek out more econ advantage? If I see he is going mass zealots, I know I build 2 sunkens at each nat and put up evo chamber and hydra den as a wall. This I understand. However, what upgrades do I delay or immediately get in response to a mass zealot attack? If I see quick templar arch I get overlord speed asap. But do I get hydra speed or lurker? If he goes zealot, goon and sair, do I get hydra speed or lurker? And what about the upgrades? do i get attack or melee or carapace? lastly, is there a scouting guide that tells me what to do when I see what P is doing? sometimes i scout with my scourge but I feel like it is a waste of precious gas since it always seems like no matter what the P does, I must defend anyways so my BO is the same. Sorry for the newbie questions! Against mass zealot you definitely want to make sure he's not outstripping you in upgrades. +1 zeal kill +0 lings in two shots. You can sometimes foresee this by checking if his forge is spinning at his natural. There are some builds that even prioritize carapace +1 with your first 150 gas to beat the protoss +1 but it's not really necessary. You need good macro and economy to hold back protoss sauron-style with waves of hydra/ling. You should usually go for lurkers, they shred zealots with good positioning and can make sunkspore almost unbreakable. If you have good scourge control against obs, you're golden. Protoss players are douchebags though and will often do a sair/dt switch lategame when you're running primarily on ultraling so getting hydra ups preemptively when you have the cash will never hurt. Heading into the lategame, it's rare for the 300/300 to really put a dent in your econ. If he's using zealot goon sair with no storms, base your unit composition on his and just run him over. The biggest advantage to melee upgrades is that it makes the transition into ultraling lategame smoother. Always prioritize carapace first though. Dual evo melee+carapace never hurts, once you can afford it. The biggest advantage to free scouting from scourge is checking his unit composition and keeping track of any sneak expos. Getting to a ramp just as the cannons warp in is a huge bitch. ZvP is really reactive in that you can't just keep going lurkerling if he's doing something like sair/reaver or heavy goon. thank you sir! sir what if they are going mass +1 mass zealot, what is the best way unit comp to deny his third and be a bitch. i feel like if I can deny his third i can outmacro easily. but since he has so many zealots, they simply run over my hydra ling. getting lurker would be great but they always snatch third before i even have lurker tech. i feel like i can do nothing if they really want to secure that third. speedlots rape hydra ling during the beginning of midgame where my hydra count is low and his mass zeals are moving about. | ||
Sayle
United Kingdom3685 Posts
On February 14 2012 16:16 Release wrote: i can't seem to find the thread: Windowed mode runs outside the bound of my screen. I can't lessen the window. How can i get it back to small size? I use iccup launcher. alt f9 | ||
Golgotha
Korea (South)8418 Posts
I have a dilemma. Right now I have been kinda playing blindly but defensively. Instead of flying my first ovie inside their main, I keep it outside their nat so I can see when zeals move out. However, is it crucial that I see their build in the early game with an overlord? I am thinking about just leaving my lings in front and sending my first ovie all around there base. Which is a better move? That is for early scouting. Now mid-game scouting is where I play real real blind. But I want to fix this. The question is, do I sacrifice a scourge to scout or a speed ovie? I feel like scourge is more precious than an ovie but I may be thinking wrong. Which one should I use? Thank you! | ||
xxpack09
United States2160 Posts
On February 16 2012 09:15 Golgotha wrote: scouting as zerg: I have a dilemma. Right now I have been kinda playing blindly but defensively. Instead of flying my first ovie inside their main, I keep it outside their nat so I can see when zeals move out. However, is it crucial that I see their build in the early game with an overlord? I am thinking about just leaving my lings in front and sending my first ovie all around there base. Which is a better move? That is for early scouting. Now mid-game scouting is where I play real real blind. But I want to fix this. The question is, do I sacrifice a scourge to scout or a speed ovie? I feel like scourge is more precious than an ovie but I may be thinking wrong. Which one should I use? Thank you! you should be getting scourge and using them to scout + deny sairs WAY before you have speedovies | ||
Puyi
United States175 Posts
On February 16 2012 09:27 xxpack09 wrote: Show nested quote + On February 16 2012 09:15 Golgotha wrote: scouting as zerg: I have a dilemma. Right now I have been kinda playing blindly but defensively. Instead of flying my first ovie inside their main, I keep it outside their nat so I can see when zeals move out. However, is it crucial that I see their build in the early game with an overlord? I am thinking about just leaving my lings in front and sending my first ovie all around there base. Which is a better move? That is for early scouting. Now mid-game scouting is where I play real real blind. But I want to fix this. The question is, do I sacrifice a scourge to scout or a speed ovie? I feel like scourge is more precious than an ovie but I may be thinking wrong. Which one should I use? Thank you! you should be getting scourge and using them to scout + deny sairs WAY before you have speedovies protoss dont have anything to kill scourges in the mid game but cannons. just keep away from the mineral line and it shouldnt die | ||
Release
United States4397 Posts
On February 16 2012 11:11 Puyi wrote: Show nested quote + On February 16 2012 09:27 xxpack09 wrote: On February 16 2012 09:15 Golgotha wrote: scouting as zerg: I have a dilemma. Right now I have been kinda playing blindly but defensively. Instead of flying my first ovie inside their main, I keep it outside their nat so I can see when zeals move out. However, is it crucial that I see their build in the early game with an overlord? I am thinking about just leaving my lings in front and sending my first ovie all around there base. Which is a better move? That is for early scouting. Now mid-game scouting is where I play real real blind. But I want to fix this. The question is, do I sacrifice a scourge to scout or a speed ovie? I feel like scourge is more precious than an ovie but I may be thinking wrong. Which one should I use? Thank you! you should be getting scourge and using them to scout + deny sairs WAY before you have speedovies protoss dont have anything to kill scourges in the mid game but cannons. just keep away from the mineral line and it shouldnt die This being said, if you don't see any cannons in the min line, you could always do a muta scourge timing. | ||
Golgotha
Korea (South)8418 Posts
On February 16 2012 09:27 xxpack09 wrote: Show nested quote + On February 16 2012 09:15 Golgotha wrote: scouting as zerg: I have a dilemma. Right now I have been kinda playing blindly but defensively. Instead of flying my first ovie inside their main, I keep it outside their nat so I can see when zeals move out. However, is it crucial that I see their build in the early game with an overlord? I am thinking about just leaving my lings in front and sending my first ovie all around there base. Which is a better move? That is for early scouting. Now mid-game scouting is where I play real real blind. But I want to fix this. The question is, do I sacrifice a scourge to scout or a speed ovie? I feel like scourge is more precious than an ovie but I may be thinking wrong. Which one should I use? Thank you! you should be getting scourge and using them to scout + deny sairs WAY before you have speedovies okay thank you! i do get them at the proper timing and only lose 1 overlord most of the time, it's just that I hate losing even one to stupid cannon and i feel like I dont even need to see what they are doing since I am going to have to defend +1 zeal anyways. but that is probably cuz i am in D league. | ||
ProxyKnoxy
United Kingdom2576 Posts
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Abjurer
Sweden200 Posts
On February 16 2012 19:34 ProxyKnoxy wrote: Anyone know where I can find some fairly recent fpvods of Flash? I think the most recent one is from the MBC B.Net Attack show: Thread Youtube There might be some WCG fpvods aswell. | ||
ThePianoDentist
United Kingdom698 Posts
so in TvZ what is the catalyst for the mech transition? is it simply more cost efficient in large armies so once the terran is on x bases and can support it he goes for it and how many bases are needed to support the mech transition? also what dictates whether zergs try and counter by mass queen. and in ZvT I know about the whole push and pull of mutas to keep terran in base, before getting lurkers, then defilers for when terran can push with tanks + vessels....but how does zerg gas factor into the matchup. is it as simple as something like with decent muta then lurker production to tech at the same time it requires 3 bases gas to get defilers....and then when you have 4 base gas you can get ultras? just wanted to kind of know the dynamic and impact of denying zerg's 3rd or 4th. also why are firebats usually only seen in TvZ for early bio pushes or defence against early ling aggression....they seem really good! is it because they would get sniped by mutas so easily. also in TvT I see a lot of mass wraith(wraith tank) these days....yet nobody seems to transition into cattlebruisers from it....why not? | ||
hacklebeast
United States5090 Posts
Again it's fluid. What dictates terran to go wraiths to counter carriers? It just has to do with the preference of the player, although if it is a later mech switch, zergs will rarely go for queens if they already have defilers out. Way to general to give an answer for. Firebats are good vs zerglings, but so are stimed marines. You have a bunch of marines anyway, why not use them? There are situations where the terran gets surrounded in the middle of the map by lings and firebats would have been helpful, but that could have also been avoided by not being stupid and letting the marines get surrounded. If you are talking about in the late game with swarm, then yes firebats are better. But firebats can't do anything to lurkers/ultras with or without swarm, so when swarm goes down you still have to do the same kind of micro anyway. There are some zergs who use cracklings under swarm with no other units, and those tend to be the games where terran builds 5 late game firebats. what players gain from going battle cruiser compared to wraith: the ability to take on small packs of goliaths (because if a player straight up engages his opponent who has an aproprate amount of goliaths, no amount of bc will win) yamato cannon to snipe units what players lose: the ability to pick of isolated goliaths or seigetanks by quickly darting in and back the ability to be anywhere on the map (once you pick where your initial pack of bc are going, they are staying on that side of the map for the rest of the game) invisibility a shit ton of money (may or may not be an issue depending on the game) the player is vulnerable for a while while the bc are making. as you are making bcs 1-6 that's 133 game seconds where you are 36 supply down, and as you are waiting for 6-12, that's another 133 game second window where you are playing 72 supply down. Then factor in another 60 seconds of game time for them to get wherever they are going, and the fact that at that point your opponent has infinite scan, so he knows exactly what you're doing. so it boils down to this: is it worth paying a lot of money and exposing yourself to a timing attack to trade the ability to be all over the map for a much better way to snipe units? That, and generally wraiths > bcs because it's pretty even, but the wraiths can run away at any point, and if the bcs are ever caught too close to the goliaths they are all dead. hope that answers some stuff | ||
blubbdavid
Switzerland2412 Posts
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Release
United States4397 Posts
On February 14 2012 16:19 Golgotha wrote: Show nested quote + On February 14 2012 16:16 Release wrote: i can't seem to find the thread: Windowed mode runs outside the bound of my screen. I can't lessen the window. How can i get it back to small size? I use iccup launcher. did you try clicking the little 2x button the top of the window? what 2x? | ||
ThePianoDentist
United Kingdom698 Posts
On February 18 2012 02:18 hacklebeast wrote: There is no exact "catalist" for mech..... hope that answers some stuff thanks | ||
puppykiller
United States3125 Posts
Firebats are a gambit in tvz early game. They are really good pre muta since sunkens kill them slow and they rape lings, but they screw up the rine micro vs mutas and become liability. | ||
fold
Australia665 Posts
On February 18 2012 12:03 Release wrote: Show nested quote + On February 14 2012 16:19 Golgotha wrote: On February 14 2012 16:16 Release wrote: i can't seem to find the thread: Windowed mode runs outside the bound of my screen. I can't lessen the window. How can i get it back to small size? I use iccup launcher. did you try clicking the little 2x button the top of the window? what 2x? Try pressing Alt + F9. | ||
Retgery
Canada1229 Posts
I clicked full screen on the iccup launcher and now the button is out side of screen how can I get the launcher to shrink back down? | ||
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